lethal
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Everything posted by lethal
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about the *.Armaprofile skill settings
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
ok - i've just looked through the biki again and one command stood out that i missed before: setSkill array unfortunately the description sems to be lacking somewhat. does anybody have some experience with this command? what are valid variables (the example they give has one string and one float but is lacking all the others that are mentioned above...). or do you have to set one at a time with the descriptive string first and the attached value second and repeat for each variable you want to set? -
about the *.Armaprofile skill settings
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
As the armaprofile file is not really meant to be adjusted the effect of unit skill adjusting within editor will of course be different for the ones who edited the armaprofile manually. There is simply nothing you can do about as to my knowledge missions are not able to make changes in the armaprofile file. For perfect compability you should leave the settings at default in the profile file. imo the ai behaves more realistacally when some of these settings are altered a bit. so there's no way to set the unit skill and precision independently inside the editor at all? not asking for a way to 'remotely' alter the profile but to set the skill (and precision) levels of the soldiers in some other way... -
watchtargets.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_units","_targets","_timeout","_endtime","_curtarget","_infinite","_delay"]; _units = _this select 0; _targets = _this select 1; _timeout = _this select 2; _infinite = false; if ((not _timeout)||(_timeout == 0)) then {_infinite = true} else {_endtime = time + _timeout}; while {(_endtime > time)||(_infinite)} do { { _curtarget = _targets select (floor(random(count (_targets + 1)))-1); _x dowatch _curtarget; _delay = time+(random 1)+1; waitUntil {time = _delay} } forEach _units }; when i type in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[[recon1,recon2],[target1],0] execVM "watchtargets.sqf" in the init field of recon1 i get the error message in the title. must be something really obvious but i just don't see it edit: nevermind - i'm soo stupid
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ok, i know this is a very 'noobish' question but nevertheless i haven't come up with an answer yet. Here is the situation: i have one unit and an array of units. Now i want to run through the array and create a new one just containing units out of the first array hostile to the single unit. i thought about doing it 'manually' by using several if's and then's depending on the side of the first unit but on second thought i dismissed that because, as you know, the resistance side can be hostile to several or no sides depending on the mission settings... Maybe the answer is obvious but for some reason i can't seem to find it. Any helpful pointers would be apprecieted
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Editing unit which has a waypoint on it??
lethal replied to MulleDK13's topic in ARMA - MISSION EDITING & SCRIPTING
does holding shift also work when trying to group something with the unit under the WP? i had that problem last night but didn't know about the shift-trick and needed to delete the wp to be able to group a trigger with the vehicle. -
test if one unit is enemy of another?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
i think that might work for me in this case. thanks, haven't thought of that for some reason what i'm doing is linking the knowlege of an array of units to another array of units. thats why knowsabout doesn't really matter in this case since i need to check that anyway -
test if one unit is enemy of another?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
not sure you understand my problem. i'm trying to make a (universally useful) helper function in which this is needed. and because of that i don't 'know' beforehand to which side, if any, resitance is friendly to. finding the side of each unit is no problem whatoever. i only need to know who that side is hostile (or friendly) to... dunno what unittype has to do with this though? i used that before in the script but it's only useful for determining which class a unit belongs to... -
I find a tweak that help my Arma performance.
lethal replied to NorthStorm's topic in ARMA - GENERAL
Does the game actually benefit much from more than 256mb video memory? Does anyone have any experience with both a 256mb card and one with more (in arma)? Or maybe one with less? depends on the texture settings, aa level (not sure about af), and resolution. generally speaking the more raw data the vidcard has to process the more vram gets used. it's not true that you can't run arma on less that 512 satisfactory though. you simly reduce the amount of raw data mainly by reducing texture size, AA, resolution (in that order methinks). there are a few programs out there that let you monitor the vram usage and judge if it's lack of vram that's causing you performance problems. i'll google up a few when i find the time; I don't have any links on hand right now, though. I've had a x1600xt 256mb not long ago and have a x1900 512mb now. there is deninitely a difference - turning up the textures to max doesn't cause any stuttering anymore for me, but even with the x1600 i could set them on medium - high without any impact on performace. the BIG difference performance-wise lies not in the memory capacity but the shader performance. that really makes a huge difference again, when i find some time i'll test how much vram arma actually uses. -
test if one unit is enemy of another?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
huh? what if unit1 is resistance (friendly to blue) and unit2 is blue? they're not enemies but on different sides nevertheless aren't they? -
nested forEach loops question
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
thanks thats what i did so far but i wasn't sure. so, just to be clear when (_x == array1 select 1) inside the first loop it can be (_x == array2 select 1) inside the second one at the same time? ok, i'll just post what i'm doing to check its possible this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //_Types = ["type1","type2",...]; //_AllUnits= [unit1,unit2,...]; _AllUnitsOfType = []; { _tmptype = _x; { if (_x isKindOf _tmptype) then {_AllUnitsOfType = _AllUnitsOfType + [_x]} } forEach _AllUnits } forEach _Types; -
I have two forEach loops nested inside each other like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> { { <piece of code> } for Each _array2 } forEach _array1 Question is this: How can i access the variable from each array? When i have a single forEach loop i can simply access it via _x but when there are two they can't be both _x can they?
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i have been trying to get a 'proper' cas script going over a perios of time now, off and on, but so far i've run into quite a few limitations in this: my goal was to have aircraft (fixed and rotary wing) behave realistically, going from a prebriefed holding point, over the IP and then continue on to the target and egress. i also wanted them to actually fire their weapons accurately instead of just spawning munitions where i wanted them but it seems that is very hard to do because right now they are simply not able to engage targets on their own properly. only way to do it is to assign specific targets per aircraft and even then they often do not engage but make a few passes over the target first suicide IRL if you ask me . also having fixed wing AC drop bombs with any kind of accuracy seems impossible. i worked on a script for a while to 'simulate' a ccrp delivery but i never the desired accuracy (which most likely was due to my limited math skills (and because of the weird flight path of the bombs). but if anybody managed to do something like that in either Arma or even OFP i'd be very interested to see how they've done it.
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creating new particle sources/emitters?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
np m8 do i understand you correctly - you got this working somehow with the "new" command instead of "drop" but decided agains it because of familiarity with the old one? If so, could you please post a code snippet of what you did to get it working? otherwise do you have any work you'd be willing to share using the "drop" command? i'm brainstorming for ideas on how to use it effectively and that could really help -
creating new particle sources/emitters?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_source = "#particlesource" createVehicleLocal _pos; _source setParticleParams [[_ShapeName,8,5,8], _AnimationName, _Type, _TimerPeriod, _LifeTime, _Position, _MoveVelocity, _RotationVelocity, _Weight, _Volume, _Rubbing, _Size, _Color, _AnimationPhase, _RandomDirectionPeriod, _RandomDirectionIntensity, _OnTimer, _BeforeDestroy, _Object]; _source setDropInterval 0.1; doesn't do anything i'm afraid to say (no error msg either) i tried looking up this "#particlesource" class but couldn't find anything... any further help? the particlearray should work as i've tested it by using the "drop" command. it just won't create the particle emitter or it creates it but doesnt emit anything... at least nothing that i can see when i add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_source setParticleRandom [2, [0.5, 2, 0.5], [0, 0, 0], 0, [1, 2], [], 0, 0]; i get this error msg:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'_source |#|setParticleRandom [2, [0.5, 2, 0.5], [0,...' Error Type Array, Expected Number even though i've copied it 1:1 from TG.sqs... is it possible that TG.sqs (and its contents) are obsolete and not working anymore? -
creating new particle sources/emitters?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
I think that might be it. Thanks a lot still looking for answers to my other questions, too : -
creating new particle sources/emitters?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
Sorry, but that isn't really helping. i'm aware of those commands but none of them seem to do what i need; they look more like 'secondary' commands to define properties/variables etc. rather than actually create a particle source. -
creating new particle sources/emitters?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
FYI this is the script i'm using right now for testing purposes (I've broken up the long line of parameters for clarity and easier editing): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = _this select 0; _obj = _this select 1; ;Global ;Name of the shape associated with the particle. _ShapeName = "\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim"; ;Name of the animation of the shape. _AnimationName = ""; ;Type of particle (either "Billboard" or "SpaceObject"). _Type = "Billboard"; ;The period of calling the "OnTimer" event (in sec). _TimerPeriod = 0.1; ;Life time of the particle (in sec). _LifeTime = 240; ;Pysical ;Either 3D coordinate (x, y, z) or name of the selection - in this case the Object property must be set. _Position = _pos; ;3D vector (x, y, z) which describes the velocity vector of the particle direction and speed in m/s. _MoveVelocity = [0, 0, 0]; ;Float number which determines number of rotations in one second. _RotationVelocity = 0.1; ;Weight of the particle (kg). _Weight = 1; ;Volume of the particle (m^3). _Volume = 1; ;Float number without dimension which determines the impact of the density of the environment on this particle. 0 - no impact (vacuum). _Rubbing = 4; ;Render ;Note: All these values are set as arrays to show their development in time. If you set the array [1, 2] as a size, then at the beginning the size of the particle will be 1 and at the end of the life time of the particle its size will be 2. The rest of the values during the life time will be linearly interpolated. ;Size of the particle in time to render (m) _Size = [1, 100]; ;Color of the particle in time to render (RGBA) _Color = [[0.5, 0.5, 0.5, 0.2], [0.0, 0.0, 0.0, 0]]; ;Phase of the animation in time. _AnimationPhase =[0,1]; ;Random ;Period of change of the velocity vector (s). _RandomDirectionPeriod = 0.01; ;Each MoveVelocity component will be changed with random value from interval <0, RandomDirectionIntensity>. _RandomDirectionIntensity = 0.1; ;Name of the script to run every period determined by TimerPeriod property. Position of the particle is stored in "this" variable. _OnTimer = ""; ;Name of the script to run right before destroying the particle. Position of the particle is stored in "this" variable. _BeforeDestroy = ""; ;Object to bind this particle to. _Object = _obj; #start particle = drop [[_ShapeName,8,5,8], _AnimationName, _Type, _TimerPeriod, _LifeTime, _Position, _MoveVelocity, _RotationVelocity, _Weight, _Volume, _Rubbing, _Size, _Color, _AnimationPhase, _RandomDirectionPeriod, _RandomDirectionIntensity, _OnTimer, _BeforeDestroy, _Object] ~0.1 goto "start" -
Civies walking the fine line *next* to roads
lethal replied to a topic in ARMA - MISSION EDITING & SCRIPTING
it sure sounds not too complicated to have infantry/civies ignore roads in their pathfinding... i'm hopeful for a 'fix' by BI -
had that problem once, too. not sure if that really helped but i think it had to do with saving before the convoy is past the scout's position. after a few tries i avoided saving before then and only saved after i saw the convoy moving past that point. again - not sure if that really was the culprit but it wouldn't hurt to try it out
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yeah - i think there are far worse missions in the campaign... instead of realism i came to expect 'rambo'-style missions from arma like one squad of moronic rookies who can't hit anything against the whole sla army made up of specops. and i have the impression the patches made things even worse: right now i'm playing the mission where you have to defend the airport from a last major assault before your reinforcements arrive. before the patch i finished the mission no problem (but it was still not easy); now i get overrun right at the beginning when i arrive at the base and get out of the truck. they seem to be everywhere and swarm the area right outside the gate to the airfield. apart from the few soldiers i have under my command there's no or at least no effective support. now i've actually managed to get past this first part of the mission (using whatever glitches and exploits i could find) only to be stuck at the next part: taking out the forces along the coast and finally the armor arriving from the east. again the supporting troops are useless and seem to get slaughtered right away and i'm left trying to finish of the sla hordes by myself :/ I even managed to do that one time and survived to see the cobras make short work of the enemy armor but apparently some lone crewman managed to jump out of one of the bmps and snipe me while i was laying in wait in some bush scanning the area for enemies...
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as the title says, i'm trying to synchronize a (pre-existing) waypoint with one i've just created via script. problem is i can't seem to get a valid pointer to that waypoint to use in the command "synchronizeWaypoint". i mean with (almost) everything else i can simply name it inside the editor and then access it via that name... haven't found a way to do this for waypoints yet. I have tried putting "waypoint1 = this" (and similar stuff) inside the script field but it doesn't seem to get used in the same way as the init fieldfor units and won't work.
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synchonize pre-existing wps via script?
lethal replied to lethal's topic in ARMA - MISSION EDITING & SCRIPTING
haven't gotten it to work yet either getting the new waypoint which was created by the script is not a problem. the way i am trying to get the preexisting one was to first get the group the waypoint belongs to via <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_group = group (named unit following those waypoints) and then <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_preexistingwp = [_group,(number of waypoint in question)] and then synchronize <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_newwp synchronizeWaypoint [_preexistingwp] where _newwp is a waypoint i've created with the script a few lines before. no error message, but the synchronization doesn't seem to work either... -
yeah - that was kindof what i was getting at. the most important thing should be to keep your cool and evaluate the situation carefully before opening fire. a very tough job sometimes i suppose
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don't know of any place, but i would be very interested if you manage to get a group together. i don't use msn however, just icq; i'll just send you my # via pm. it might also be useful to take note of the different timezones people are in - i'm in gmt+1 myself but depending on the day and my schedule i am flexible about when i'm available to talk, as you can see by the time i'm posting this
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huh? those poor civilians unlucky enough not to own a police vehicle nah... j/k nice textures btw